#pragma once

#include "Game/Process/RenderProcess.h"
#include "Render/Texture/Picture2DTexture.h"
#include "Render/Texture/RenderTarget.h"
#include "Render/Tradition/RHIRenderPass.h"
#include "Render/Tradition/GraphicsPipeline.h"
#include "Render/Texture/ColorRenderTarget.h"
#include "Render/Texture/CubemapTexture.h"
#include "Render/Texture/DepthRenderTarget.h"
#include "Render/Shader/RHIDescriptor.h"
#include "Render/Tradition/RHIFramebuffer.h"
#include "LocalEntity.h"


class HelfSphereProcess : public RenderProcess
{
	DECLARE_PROCESS(HelfSphereProcess)

	struct Ubo
	{
		glm::mat4 proj;
		glm::mat4 view;
	};

public:

	int32 mVertexIndex;

	void ResetState();

protected:

	virtual void OnInit() override;

	virtual void OnTick(float deltaTime) override;

	virtual void OnResize() override;

protected:

	uint32 mMaxFrame;

	LocalEntity* mSphereEntity;

	std::vector<glm::vec3> mSphereVertexs;

	std::vector<uint32> mSphereIndexs;

	RefCountPtr<VertexBuffer> mVertexBuffer;

	RefCountPtr<IndexBuffer> mIndexBuffer;

	RefCountPtr<RHIBuffer> mUboBuffer;

	RefCountPtr<RHIDescriptor> mDescriptor;

	DescriptorMask mDescriptorMask;

	RefCountPtr<GraphicsPipeline> mPipeline;
};
